Sep 20, 2018
Conan Exiles - Jens Erik (Community Manager)
Hey folks!

We’re releasing a quick hotfix to PC to take care of a recently abused exploit.

Changelog:

  • Fixed exploits used to circumvent damage restrictions
Conan Exiles - Jens Erik (Community Manager)
Greetings and salutations, you bodacious breaths of fresh air and welcome back to the Conan Exiles community newsletter. This week’s recap includes some news and some other things that I don’t know yet.

Friday was stream day and this time we tried, with varying levels of success, to do a blind run through the Midnight Grove, a dungeon meant for a party of several high-level players. The result was a fun romp through a difficult part of the game with the odd death here and there.
We especially don’t recommend challenging the Bull with only 50% health:

https://clips.twitch.tv/LittleBreakableEagleTBTacoRight

Check out the full run in the video below:

https://www.youtube.com/watch?v=Av_cdX-7nWc

The Midnight Grove is where you go to learn the Jhebbal sag religion path, the sixth and final religion in Conan Exiles. You have to traverse a labyrinthian maze, facing down many dangers along your path before you make it to the end and discover the final challenge: Jhebbal Sag’s champion.



Defeating the werewolf and consuming its flesh will give you the knowledge of Jhebbal Sag’s altars and religious items. Followers of Jhebbel Sag are all about controlling and hunting beasts. Special bloodletter knives allows them to extract blood from their victims and sacrifice it to their bloodthirsty master.

They are also able to craft special lures that attract animals and other beasts to wherever they’re thrown, making them deadly and implacable foes out in the wild. The magical Mark of Jhebbal Sag will offer any creature caught within it up as tribute to the Lord of Beasts. In return he may send one of his champions to see if you are still worthy.



Reaching the highest level of worship with Jhebbal Sag will grant you access to the deadly Claws of Jhebbal Sag. This devastating weapon allows you to truly tap into your inner beast and unleash furious swipes with razor sharp claws, much like like Jhebbal Sag’s champion.



Future Funcom streams

Speaking of the streams, we want to get your feedback on our current live stream content and what you’d like to see in the streams in the future. At the moment we’re using the Funcom Mixer and Twitch channels to showcase upcoming game content, celebrate the community’s accomplishments and creations, and sometimes play a game or two with members of the community. Beyond that, the world is our oyster and we want to expand and improve on our streams.

Is there anything you feel is missing in terms of streaming content? More different games? More chill streams where we play whatever we like and interact with chat? Maybe more focus on community creators, streamers and mod makers? Or maybe you’d like to see us do playdate streams where we play games with the community?

Leave a comment on the forums or drop us a line on Twitter or Facebook and let your opinion be heard, not just about the Conan Exiles streams, but any and all streaming content you'd like to see. Any kind of feedback is most appreciated.

Testlive and other fixes

As you may have noticed, we dropped another Testlive update on Monday. This particular build was focused on bug fixes and smoothing out some extra issues that have popped up during testing. The Midnight Grove bosses should now spawn as intended, we’ve balanced the building costs for the Altar of Ymir and fixed a couple of UI bugs.

There have also been some Purge fixes implemented on Testlive previously, so if you’re one of our intrepid Testlive players please let us know how these changes work for you.

While we’re mainly working on finishing up the Pets update we will also address critical issues and bugs as they appear on the live branch. Going forward we’re refocusing our efforts on improving AI and thrall behavior while also working on new and existing bugs and new content. We know this is an area that requires some additional polish and we’re dedicated to putting in the work to improve.

Sincerely,

Funcom
Conan Exiles - Jens Erik (Community Manager)
Hello, you eternally smooth-skinned angel feathers. Welcome back to the community newsletter, where this week we have some news from the Testlive trenches, an updated map and some combat gifs.

Are you sitting comfortably? Then we’ll begin!

First off, we wanted to take a quick moment to talk about our patch schedule. Obviously, we would like to roll out fixes for the game as soon as we can, but we will also be the first to admit that we have been guilty of patching too quickly in the past. We’ve tried to learn from this to avoid creating frustrations for you, the community.

Going forward, our plan is to patch Conan Exiles every 4 to 6 weeks, with one possible hotfix within that 4-6 week period if needed. This way we have time for extensive bug fixing, tweaking and testing, in order to make sure that a patch is as ready and as stable as it can be. It also gives us more time to take your feedback into consideration.

We aim to patch all platforms as close together as possible, hopefully the same day. TestLive will be updated more frequently to incorporate ongoing bug fixes and testing as needed.

We hope this will add to our ongoing effort on improving our patching process as well as closer communication with all Exiles players.

Call to Arms event

Last weekend we ran another Call to Arms event on our Testlive branch to get more eyeballs on our most recent Testlive build. Anyone participating in the event who reached lvl 40 would be eligible to receive a DLC key of their choice in a post-event raffle, if the community as a whole reported over 50 unique bugs.

As expected, you all came through in a big way and helped us find some previously unknown bugs and issues. We’ll be getting in touch with everyone who qualified for the raffle, but keep in mind that we have several hundred people to send individual keys to, so please be patient.

Among all these Testlive updates happening on PC we know our console audience is wondering if a similar testing environment is possible on consoles. Unfortunately, it’s not, due to the nature of deploying builds to consoles versus PC. When selling a game through Steam we can easily set up a beta branch that players can switch over to through the Steam client. Here we can deploy builds fairly quickly without needing to go through a certification process.

On consoles, it’s a different story: Setting up a separate testing client is possible, but every build we deploy to said testing client would need to go through the certification process every time we wanted to roll out a new build. Players would also have to download an entirely separate client, which would be the same size as the regular game.

However, that doesn’t mean that players on consoles don’t benefit from what we do on Testlive. Any and all changes, bug fixes and updates on the Testlive will eventually make it to the live builds, on both PC and consoles.

Map coordinates
As we mentioned last week, we’re updating the map to include a grid and coordinates system to make it easier for players to navigate and find each other. You will also be able to zoom the map out much further than before.



The new map is already available on the Testlive branch and will be rolled out with the Pets update.

Off-hand combos
We've been sharing a couple of gifs of some new combat animations over on our Facebook and Twitter channels. If you missed it, we’ve been tinkering with ways of integrating off-hand weapons into the combo chains. Specifically, shields and throwing axes are now part of the heavy chains when paired with swords, maces and axes.

A sword and shield heavy-combo usually looks like this:



But with the new animations, it will look like this



We’re also really into the new double axe spin attack:



Using a mace and a shield will let you uppercut your enemies with your shield



These are just a small sample of the new weapon combos we’ll be rolling out alongside the Pets update. You can watch Oscar and Jens Erik discuss the off-hand combos in a video on our YouTube channel:

https://youtu.be/2ImFNN6CkoQ?t=8m2s

4x XP PvP event
This weekend we’re starting up a month-long event on our official PvP servers, on all platforms. On Friday morning, when the servers restart at 5am local server time, players on all official PvP servers will gain experience points at 4 times the normal amount. We’re doing this to help new players get a fighting chance on a fresh server more quickly.

Be aware that this will only affect our PvP servers, not PvE or PvE-Conflict.

As always, community feedback is important to us so please let us know if this is a decision you support.

Friday live stream
It is stream week once again, so we’ll be live on http://www.twitch.tv/funcom and http://mixer.com/funcom at our normal stream times: 5pm CEST / 11am EST / 8am PST. This week we’re going to be running the new Midnight Grove dungeon to see what dangerous creatures we meet there and how many bosses we’re able to take down. Will we die a lot? Probably. Will Jens Erik once again be wearing a funny T-shirt? Most definitely!



We can’t wait to see you on Friday.

Sincerely,

Funcom
Conan Exiles - Natascha


This is a call to arms!
It’s that time again: we’re doing a special TestLive event!
We are currently patching the TestLive server with the latest update for the new mechanics.

Everyone joining us between 7th of September 2018 6.30 PM Oslo Time and 10th of September 2018 10AM Oslo time getting to level 40 on one of our TestLive servers, will be eligible for entry into a raffle to win one of 500 DLC Keys of their choice. This time there is a catch though: You have to work together as a community and report 50 unique new bugs related to the new mechanics.
  • Please use the template for proper bug reports and report any issues in these threads: Pet mechanics, Offhand combat and Midnight Grove.
  • Please also check if the bug you are about to report has already been reported. There is no need to create multiple comments about a bug if a proper bug reports has been posted already. 
Patch Notes for this update can be found here.
ABOUT THE TEST EVENT
  • We will wipe all buildings and characters on the TestLive Servers and would ask you to create a new character on either EU1, 2, 3 or US 1, 2. 3.
  • The servers will also have accelerated harvest and EXP rates.
  • The test will start at 6.30CEST and end at 10am CEST.
  • The Community as a whole will have to find 50 unique new bugs related to the new mechanics (pets, offhand combat and the new dungeon) and report them on the TestLive forums for the raffle to be executed.
  • The reports need to follow our template for bug reports as provided in the forums.
REQUIREMENTS AND THANK YOU
We will draw 500 lucky winners among everyone who joins the test and reaches at least level 40 to get a DLC Key of choice IF the community as a whole finds 50 unique new bugs. After the event, please send an e-mail to http://mailto:testlive@funcom.com and include your server name, character name and a screenshot of your character. Don’t forget to report your bugs!

Here is how to join the TestLive Servers

Thank you for your continued support and for helping us get this patch as smooth as possible!
Conan Exiles - Natascha
Happy Saturday Exiles!

We have a new set of changes for you guys and girls on TestLive.
Let me take this opportunity to once more thank you all for your help in working with us so closely.
We are running some performance tests on TestLive which is the reason that the servers can be laggy at times, so please bare with us. We do keep server restarts in mind as we monitor the servers for performance and will do so as needed.

As mentioned on stream on Friday evening, we are also working on Purge fixes but they didn’t make it to TestLive just yet. Stay tuned for updates on this soon.

NEW ADDITIONS
  • Beehives will now behave differently:
    Over time, they will collect honey. In addition to this, it’s possible to find bees in the world once in a while by gathering flowers (Midnight blue, aloe, etc). Worker Bees will produce extra honey and Queen Bees (rare from only specific flowers and lotuses) will produce a lot more honey before they are consumed.
  • Pets will now get a buff if they eat their preferred food:
    If you match a thrall’s preferred diet, they will now gain a bonus buff. This way, if you do care about the specifics of each companion type, you can get a temporary short-term advantage. You can still feed them whatever you want to prevent them from decaying. This also means you can buff your companions right before battle. A server setting (disabled by default) will allow you to make diet matching mandatory if that’s what you prefer.
  • Pets now have a special hunger animations
THRALLS AND AI
  • Corrected Healthpool of the White Tiger
  • Corrected HealthPool l for Hyenas and Shoebills
  • Koros the Brave has expanded his range of wares and has now more than just Shoebill eggs for sale
  • Dead Demonic Spider and Green and Pink Shoebills now drop carcasses when harvested
  • Fixed an issue with some NPCS in Midnight Grove not attacking the player
  • Fixed an issue with wolves not using all their available attacks
  • Fixed an issue with Bosses in the Midnight Grove not spawning properly
GENERAL BUGFIXES
  • You will no longer meet your demise while exiting the Midnight Grove.
  • Fixed an issue with the Sign of Jhebbal Sag turning the Crocodile World Boss into Werewolf types
  • Fixed an issue with Werewolves spawning from Sign of Jhebbal Sag dispawning too fast
  • Fixed an issue with certain Shadespiced Stew versions not being able to be prepared
  • Pet inventories are now only accessible by their respective owners
  • Fixed an issue where a player’s feeding box would also feed random other pets
  • Fixed an issue where crafting an animal pen for the first time would use the resources but not create a placeable
  • Fixed scrolling for the feeding box if the amount of owned pets would succeed 6.
  • Fixed an issue where it wasn’t possible to refresh the server list
  • Fixed an issue where it wasn’t possible to queue crafting processes
  • Fixed a tooltip issue when a player character is unarmed
EXPLOIT FIXES
  • Fixed an issue where thrall inventories could be exploited to carry more items than intended
  • Fixed a bug where Archer Thralls would produce infinite amount of special arrows.
PERFORMANCE UPDATES
  • Landscape loading improvement for the Midnight Grove
ENVIRONMENTAL UPDATES
  • Art improvements for the Midnight Grove regarding the Hyena Path
  • Removed and updated areas inside Midnight Grove where the player could potentially get stuck
  • Fixed several visual seams in Midnight Grove
  • Removed the “Temp” exit out of the Midnight Grove to something less “Temp”
  • Fixed an issue with Sandstorms damaging players in the Swamp Area.
QOL CHANGES
  • Items that are currently being used as ingredients in a crafting process will no longer be displayed as an available resource
  • Added pet and hunger system server settings to the admin panel
  • Honey now stacks up to 100
  • Attempting to clan invite a player that is already in a clan will not trigger a popup with a warning.
Conan Exiles - Jens Erik (Community Manager)
Hello, my effervescent little hush puppies, and welcome back to the Conan Exiles community newsletter. We hope you’ve had a great week so far!

It’s been an exciting week for the Funcom Oslo office. We launched Conan Exiles in on PS4 in Japan on August 23rd and so far, the game has been doing pretty well over there. We can officially say that we’re big in Japan. After Saturday’s PS4 patch, which took care of some lag issues players were experiencing with debuff icons, Japanese players can play with Western players on the official PS4 servers.

The Xbox One version also saw a patch last week to update and fix the Clan Menu. As always, keep that feedback coming in.

Testlive and pets system
Over on the Testlive side of things we released a new patch last Friday to update the mechanics of the pets system. We lowered the amount of food required to systain a pet/thrall, increased the amount of time a companion could go without eating, increased what types of food a companion could eat (thralls eat gruel now, for example), and tweaked the food dispensers to push smaller amounts of food rather than a full stack at once. This will result in more equal food distribution.

The overall resources and time need to rear a pet was vastly toned down and pet pens will now be able to rear multiple pets at the same time. Food will decay very slowly when placed in pet Pens and the higher the tier of the pen, the slower it will decay. Food will also decay very slowly when placed in food dispensers. It was never our intention to make the pet system feel like an extra added grind and we hope these changes have helped bring that point forward.

Going forward in the Testlive branch we’ve started work on adding server options to enable/disable the feeding system for both thralls and pets. These will be separate settings, allowing you to set your own parameters. You’ll be able to adjust the system to a level of commitment/consequence that you want, including disabling it entirely.

We’re also working on adding a buff system when feeding thralls. If you match a thrall’s preferred diet they will gain a bonus buff. That way, if you do care about the specifics of each companion type, you can give them a temporary, short-term advantage, like buffing them before a fight. If you just want to prevent them from dying you can just feed them whatever they want. A server setting will allow you to make diet matching mandatory, if you want.

There’s more in the pipeline coming to the current Testlive build, but this is what we wanted to focus on right now. If you still haven’t checked out the Testlive branch you can find a detailed description on how to access it on our forums.

We want to, once again, thank everyone for giving us their feedback (both positive and negative) on the pets system and we are happy that the changes we made were so well received. We still have some things to tweak and fix before Pets, Jhebbal Sag and the new combat animations go live, so expect more Testlive builds in the coming weeks.

Live and upcoming content
Those on the dev team not focused on Testlive are hard at work on the next dungeon and some additional content beyond that which we think you’re going to get a kick out of.

Our animators are revamping boss monsters to give them some hard hitting area of effect attacks, in case any parties of would be hunters and adventurers decide to try to gang up on them. Elephants will have a devastating stomp and sweep attack combo, while the boar will dash around to hit as many people as possible. We’re doing this to make creatures just a little more dangerous, even for large groups.

In terms of combat we’re working on adding the Power Shot to bows (as detailed here) and our combat designers are looking at other things we can do with bows beyond this. Archery isn’t in the best place and we’d like for it to improve. We’ve added special arrows (Poison, explosives, healing and light) on the Testlive branch, so if you’d like to experiment with those you can find them there.

Community live stream
It’s stream week again this week and Natascha and Jens Erik are putting the community in focus. We want to see your best screenshots, videos, builds, fight, and all sorts of other cool things you’ve created in Conan Exiles. Share your creations with the Conan Exiles Twitter account for a chance to be featured.



Join us on our Twitch and Mixer channels at 5pm CEST / 11am EST / 8am PST for an hour of cool community content, some shenanigans, and maybe a giveaway or two?

Sincerely,

Funcom
Conan Exiles - Nicole V(Community Manager)
We want to thank everyone for their feedback from our recent TestLive testing and we'd like to chime in with a few thoughts on what's going to happen with the Pets and Feeding systems moving forwards. This is going to be pretty candid, but here we go!

We are deploying a new TestLive version today that includes, among many others, the following fixes:
  • Pet feeding amounts are dramatically reduced.
  • Unattended time to death for companions is dramatically extended.
  • Food decays slowly in feeding/pet related containers.
  • Fish traps won't require bait to operate.

The current numbers are very crude, early, numbers that in retrospect shouldn’t have made it to TestLive. We apologize for even putting them in front of you in their current state. More so, the system itself also needs tweaks that we should have implemented internally before considering it ready for public consumption.

TestLive is a testing bed, in some cases more than others, and it will naturally end up with early and badly tuned data at some points. Internally we have to focus on the mechanics and try to predict the dynamics of the game, but ultimately certain features need a larger magnitude of testing and for that, we need your help. This means dealing with broken game states when playing in TestLive, at least temporarily.

That being said, we want to make it very clear that your frustration about the system as it is in TestLive right now is justified and understandable. We are working as fast as we can to bring TestLive to a point where we can all focus on providing and obtaining constructive and actionable feedback about the new content.

To get a little deeper, it is not the design intention to add extra grinding mechanisms to the game. The game already has enough grinding/time submission mechanisms. We do not consider it necessary to increase the amount of time you have to spend gathering.

What we'd like to add is more nuance to certain systems, a minimum level of flavor and immersion and to address certain technical needs regarding the number of companions a server can feasibly handle. When looking at pets and thralls specifically we'd like to give you rewarding options tied to their large cultural variety and the extensive cooking system. Keyword there being options.

We are rolling out several changes to TestLive to create a better representation of what we'd like to call our Iteration 0 of the system as we envisioned it.

The following is a more detailed list of the updates that will roll out and those that we are still working on.

Updates to the feeding system:
  • The amount of food required to sustain a thrall/pet will go down dramatically. We'd like to point out that this number is still very prone to tweaking and would love to hear your feedback on it. To reiterate, the objective is nuance and flavor, not grinding. The numbers we are working at the moment come from our data and expectations on the amount of excess materials produced through normal gameplay.
  • The amount of time a companion can go on without eating, from fully fed to hungry, will be 7 days.
  • Companions will be able to eat pretty much anything that's even remotely edible. Please see below for more upcoming changes related with companion diets.
  • Food dispensers (Thrall Pot and Feedbox) will push smaller amounts of food to each companion before moving onto the next companion. The net result of this is that all your companions will be more equally fed and you'll need smaller amounts of food to reach them all.

Updates to the pet system:
  • Rearing pets will cost less food resources. This includes Shadespiced food which is enhanced food that increases the chance of rearing a Greater pet.
  • Pet eggs will hatch faster.
  • Pens will be able to rear multiple pets at the same time.
  • Pet health values will be set to sensible baseline values (in general, larger than they were).
  • The thrall hitpoint bug is now fixed. As a reminder, we had also doubled thrall hitpoints across the board prior to this version, though that was impossible to see when your thrall health was buggy.
  • Food will decay very slowly when placed in pet Pens. The higher the tier of the pen, the slower it will decay.
  • Food will also decay very slowly when placed in food dispensers.
  • Preservation box's inventory space will be increased. Also, food will not decay in them, if there's ice in the box.

The fish trap changes are another mechanic that has raised concerns of grind vs necessity. We are rolling out the following updates:
  • All fish traps will return to operate like they did before, where they will not require bait to passively generate fish over time.
  • We have added the ability to use bait to force a specific result. For example, if you want Unappetizing Fish, you can force that outcome with insects. Grubs will catch Exotic Fish. No bait means you get a random fish, which is the way they work in the Live servers.

There is a number of known bugs that we are aware of and are already working on:
  • Food timers can display incorrectly on dedicated servers, including going into negative values. This problem does not exist in Single Player mode.
  • Icons in the feeding list display a placeholder instead of the portrait of the companion.
  • Food dispensers can sometimes feed hostile companions.
  • Companions will continue to be fed even after leaving the range of the food dispenser.

Work continues in the systems themselves. These are changes that are in the pipe but won't be in the very next TestLive patch. They will come to TestLive soon(tm)** :
  • There will be server options to enable/disable the feeding system separately for thralls and pets. There will also be server config parameters to adjust other aspects of the system, including if your companions should die when they are hungry or only be reduced in health. This means your server can adjust the system to a level of commitment/consequence that you want, including disabling it entirely.
  • If you match thrall's preferred diet, they will gain a bonus buff. This way, if you do care about the specifics of each companion type, you can get a temporary short-term advantage. You can still feed them whatever you want to prevent them from decaying. This also means you can buff your companions right before battle. A server setting (disabled by default) will allow you to make diet matching mandatory if that's what you prefer.

These are just some of the new upcoming tweaks and features, but it's by no means a comprehensive or closed list. We urge you to please try the changes with fresh eyes and come back to us with your feedback.

Additional changes
  • Thralls should now spawn with the correct health
  • Pets of the same species no longer recognize each other as cousins and will now deal damage to each other
  • Collision update to the walls inside Reinforced Animal Pen
  • The camera should now behave as intended when summoning Jhebbal Sag
  • Acheronian Longsword, Spear and War-Axe should no longer be more powerful than Star Metal equivalents
  • Updated pet health so Greater Pets are stronger than normal pets
  • Grove of Jhebbal Sag should now disappear when making True Name of Jhebbal Sag
  • Fixed Corrupted Spiders so they're not killed in one hit with Star Metal Greatsword
  • Clan Message of the Day can now be navigated to with a controller
  • Dung weighs 2 units instead of 50
  • Updated surface swimming to work with a glowstick
  • Fixed a bug where Star Metal Pickaxe cost 0 points to unlock
  • Adjusted panter pet rearing time
  • You should now be able to change fuel type with a controller
  • Bosses should now spawn as intended in the Midnight Grove
  • Pet pens now produce items if pets in it are given their favorite food
  • Fixed a bug where the camera would rotate 90 degree when enterint the Midnight Grove from the Main Menu
  • Avatar Lifetime option is no longer missing in a single-player game
  • Fixed an issue where the clan member sub-menu wouldn't appear on a 4K monitor
  • Carpets should now disappear when foundations are destroyed
  • Fixed a bug where the Avatar of Jhebbal Sag wouldn't appear after summoning
  • Fixed an exploit where players could push themselves under the map using ceilings and climbing
  • Fixed a bug where the UI would disappear for the host of a co-op session when a client summons an avatar
  • Fixed a bug in the "Food time left" counter, causing it to skip five seconds every 10 seconds

Server commands

Private server admins should be aware of the following:
  • StarvationDamagePenaltyCap=0.000000 should be replaced with StarvationDamagePenaltyCap=1.000000. Instead of going down to 0% then thralls can go down to 100% health when they starve
Conan Exiles - Jens Erik (Community Manager)
Welcome back, true believers! We hope you’ve all had a lovely weekend and are living your best life possible.

This past week was busy for us over here, with plenty of patches and updates across all platforms. We rolled out a quick hotfix for both PC and Xbox, to take care of some high priority issues after their latest respective updates. Tuesday afternoon we were able to roll out the parity patch to the PS4, bringing it in line with the other platforms. We’ll be monitoring your feedback on our forums and social media for what to take care of in the next patch.

Testlive updates

Pets, Jhebbal Sag and the Midnight Grove dungeon was released on Testlive branch on Friday and we’ve been keeping up with your threads on the forums to see what you think of it. There’s been a lot of discussion, and the feedback has been both positive and negative.

We want to say thank you to everyone who left their comments and feedback and even if we aren't able to reply to every single comment or bug report we do take your opinions to heart.

The current Testlive build needs some additional tweaks and changes that we'll be rolling out as soon as we can. We'll have more details about what these changes entail, but know that numbers are being changed and that the pet system and the thrall changes is not something we created to add extra grinding mechanics to the game.

The changes we'll be rolling out to Testlive will create a better representation of the system as we envisioned it.

Dungeons and more

In other, non-Testlive related news, we’re working on the next dungeon, populating it with some fantastic looking monsters and making it look its very best. We’ll be sharing some glimpses of this when it’s ready for the spotlight.

We’re also working on an add-on to the game to automatically let you download mods when selecting a modded server. It needs a little more work before we can roll it out, like UI elements, for instance, but we hope to have it ready as soon as we can.

Live streaming

Lead designer Oscar joined community manager Jens Erik on stream last Friday to run through the basics of the new pet system, showcase the new combat animations, and introduce you to Jhebbal Sag’s beastly Avatar.



Check out the stream over on our YouTube channel for all the details: 

https://www.youtube.com/watch?v=2ImFNN6CkoQ

Going forward we’ll be returning to a bi-weekly schedule for the Conan Exiles streams, meaning we’ll be streaming every two weeks to show off new content, celebrate the community, and indulge in some shenanigans. That means our next stream is scheduled for Friday the 31st of August.

We might, from time to time, also do some extra, super special streams here and there if need be. Like, say, if we’re dying to show you guys something really cool.

Sincerely,

Funcom
Aug 21, 2018
Conan Exiles - Nicole V(Community Manager)
Hello all! \o/

Just a heads up. G-Portal will be performing maintenance and rolling restarts on many US servers on Wednesday, August 22nd. Each server is estimated to go down for approximately 20 minutes, and each server will be worked on one-by-one. The work should begin at 2:00am PDT (11:00am CEST). Thanks for your patience! Time Converter here if needed.

Here is the list of PC servers involved:

Official server #1751 PvP
Official server #1752 PvP
Official server #1753 PvP
Official server #1763 PvP
Official server #1764 PvP
Official server #1765 PvP
Official server #1760 PvP
Official server #1761 PvP
Official server #1762 PvP
Official server #1766 PvP
Official server #1767 PvP
Official server #1768 PvP
Official server #1766 PvP
Official server #1767 PvP
Official server #1768 PvP
Official server #1754 PvP
Official server #1755 PvP
Official server #1756 PvP
Official server #1772 PvP
Official server #1773 PvP
Official server #1774 PvP
Official server #1757 PvP
Official server #1758 PvP
Official server #1759 PvP
Official server #1769 PvP
Official server #1770 PvP
Official server #1771 PvP
Official server #1745 PvE
Official server #1746 PvE
Official server #1747 PvP
Conan Exiles - Natascha


Hello Exiles,

Exciting new things to test for you as we deploy the pet taming system, a new dungeon and new combat mechanics to TestLive!

This patch is relatively big (17GB). We are however looking into adding a separate download for TestLive so you won’t have to switch back and forth between the Live game and our Test Servers. We can’t promise anything just yet but we are checking options that hopefully will make it easier for you to switch to TestLive to try out new content and help us with feedback and input.

With that said, we would like to ask you to provide input in the pet balancing specifically. This is work in progress and should make the pets feel rewarding and viable without them neither being too weak or too powerful. Please use these dedicated TestLive forums to discuss.



HIGHLIGHTS
  • New Dungeon: The Midnight Grove
  • New pet taming system
  • New offhand combat mechanics
  • New Arrows: Light Arrows, Tar Arrows, Poison Arrows, Ivory Arrows, Explosive Arrows, Healing Arrows

KNOWN ISSUES
  • Right now animal pens look empty while the baby animal is undergoing training and once training is complete.
  • Animal pens only have 250HP
  • Animals in Pens do not consume food or produce ingredients
  • True Name of Derketo cannot be crafted
  • Panther Pet crafting time is extremely fast
  • Crocodile Hatchlings are transformed into Tamed Spotted Hyena when placed in Pen
  • Pet feeding screen cannot be opened from the radial menu
  • Crafted Pet ends up in output inventory, but should go to pet inventory.
  • Grove of Jhebbal Sag does not disappear upon creating True Name of Jhebbal Sag
  • Feed Box UI is rescaled each time a new thrallified animal is placed
  • Rhino pet following you will run around when you move away from it
  • Players can sometimes place pets even if “Overlapping with placed object” error message is displayed
  • Avatar of the Jhebbal Sag is a bit wonky
  • When teleporting into the JhebbalSag dungeon bosses sometimes do not spawn

NEW CONTENT
  • Added Pet taming system
  • Added Werewolves
  • Added Nightvision Potion, allowing players to see more clearly when it’s dark
  • New Dungeon: The Midnight Grove
  • New offhand combat mechanics
  • New Arrows: Light Arrows, Tar Arrows, Poison Arrows, Ivory Arrows, Explosive Arrows, Healing Arrows
  • Thralls will now need to be fed in order to survive. Place food items into their inventory to feed them, or use the Thrall Pot to distribute food automatically

ANIMATION UPDATES
  • Added new combat animations
    – The Sword/Axe/Mace and Shield heavy chain will now incorporate shield bashes
    – Throwing axes are now a part of your heavy chain combos when wielded with Swords, Axes and Maces
  • Added new attack to the Spider Tarantula Boss
  • Added new attack to the Crocodile Boss
  • New knockback setup and animations for monsters
  • New Rocknose animations
  • Added new idle and threat animations

UI CHANGES
  • Moved Sunder debuff to the right side of the nameplate, where it belongs
  • Darkened the opacity on the background panel for container inventories
  • Added button to the server list where players can report downed servers

THRALLS/AI
  • Thralls have now 50% increased health. That is to bring them in line with some of the greater pets and also make it more interesting to take a thrall out for exploration/hunting

BALANCING
  • Vaults have now much lower hitpoints and will decay faster
  • Glowing Standing Torch should now have the correct HP when placed down
  • Added more building and climbing blockers to areas where players aren’t supposed to build/climb:
    – The City of Votaries of Skelos
    – The Exiles’ camp between the Sandswept Ruins and Drifter’s Rest
    – NPC village in Deckswab’s Retreat
  • The Epic version of Conan’s Atlantean Sword is now more durable than its Mid Grade equivalent, as it should be
  • Fixed swapped ingredients for Ugly and Unapetizing Fish Tropies
  • Re-balanced armor bonuses to stats

GENERAL BUG FIXES
  • Fixed some bugs related to NPC patrols around camps
  • Bossonian Bow can be repaired again
  • Status effects, journey steps and crosshairs should now be temporarily removed when cinematics trigger
  • Fixed an animation bug where animals would turn away from you after attacking
  • Fixed a bug where the player character would clip through solid structures when re-logging after sitting in a chair
  • It should now be possible attach fence foundations corner-to-corner at a right angle
  • Fixed a bug where Reinforced Wooden Awnings couldn’t be placed
  • All sloped wall pieces now detract the same amount of stability
  • Aquilonian Braziers, Hanging Braziers and Khitan Lamps should no longer be placeable underground
  • Fixed a bug where the sound of footsteps in water would play when walking on the edge of the Large Water Well
  • Fixed Iron Brazier in Deathwhisper Camp so it doesn’t float anymore
  • Fixed a bug where low tier items would lose all durability after having damage kits applied to them
  • Fixed a bug where the Noxious Gas debuff would wear off, even when standing in gas
  • Hatch Frames now snap to walls, door frames and frame pieces
  • Statues of Refreshment can now be placed near any of Mitra’s religious buildings
  • Giant Snakes and Alpha Snakes should now drop Reptile Hides when harvested
  • You should now be able to harvest Crimson Lotus Flower with Sickles
  • JungleBirds now drops heads
  • Glowing Sticks should now be usable underwater
  • Fixed a bug where the expiration timer on Purified Flesh would display a negative value
  • Players should now be able to place walls next to stairs
  • Fixed an issue where the Witch Queen could be engaged behind the magical barrier
  • Fixed a bug where gamepad and mouse would lose functionality after controlling an avatar
  • Ostrich egg clutches under ground in the middle of the desert are are now above-ground
  • Fixed an issue where placeables would disappear if the base of the item was slightly below-ground
  • Fixed a bug where you could override the corruption limit by drinking Corruption Brew
  • Fixed a bug where bedroll map marker would disappear after respawn
  • Helped a Shaleback out from inside a tree by moving his spawn point
  • Fixed a bug where you wouldn’t do damage when jumping on another person’s head
  • Fixed a bug where the Palisades’ placement brush would give the “Spikes” debuff and cause lag issues
  • Fixed a bug where The Kinscourge would lose aggro if the player stands on a balustrade
  • Fixed an issue with re-binding the CTRL key
  • Fixed a bug where dismantling a Wheel of Pain would cause it to drop an unlootable loot bag

QoL UPDATES
  • Merchants now have names and are marked as “Merchant”, rather than “Fighter”
  • White placeholder icon for teleportation buff is now no longer visible
  • Various audio fixes
  • It should now be easier to place items on the Wall Hanging Shelf
  • Planters are no longer semi-indistructable when attacked with a trebuchet
  • Archpriests of Yog should now use the correct weapon rather than a Yog Cleaver
  • Removed the ability to apply Weapon Damage Kits to torches as it was causing bugs
  • Fixed missing collision on chests placed on the roof of The Well of Skelos

DEDICATED SERVER LAUNCHER:
  • Reduced the size of the button to open the log folder, allows the log window to be larger
  • Added a button to open the folder containing the ini files
  • Added a button to copy the mac/hardware address to the clipboard (useful when trying to do port forwarding on a web interface)
  • Added a combo selector for the server region
  • Added an edit field for the maximum number of players allowed on the server
  • Added a check: If settings have changed, the launcher will ask to confirm about losing changes when starting the server
  • Added a startup check: If we find a running server process that happens to not be the one in our sub-folder, display a message and quit
  • Changed the deployment/update/starting/stopping sequence to make it easier to know what is happening (icon changes and messages in the status bar)
  • Added support for switching between the Live and TestLive branch
  • The revision and snapshot information is now extracted from the Dreamworld DLL and displayed in the UI
  • Removed the tray icon
  • Added an option to force validate the server installation
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